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math: Adds an experimental euler API

This adds an experimental CoglEuler data type and the following new
functions:

    cogl_euler_init
    cogl_euler_init_from_matrix
    cogl_euler_init_from_quaternion
    cogl_euler_equal
    cogl_euler_copy
    cogl_euler_free
    cogl_quaternion_init_from_euler

Since this is experimental API you need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h
This commit is contained in:
Robert Bragg 2010-02-25 01:40:29 +00:00
parent d1434d1c33
commit df1915d957
9 changed files with 512 additions and 0 deletions

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@ -64,6 +64,7 @@ cogl_public_h = \
$(srcdir)/cogl-material-compat.h \
$(srcdir)/cogl-pipeline.h \
$(srcdir)/cogl-vector.h \
$(srcdir)/cogl-euler.h \
$(srcdir)/cogl-quaternion.h \
$(srcdir)/cogl-matrix.h \
$(srcdir)/cogl-offscreen.h \
@ -231,6 +232,7 @@ cogl_sources_c = \
$(srcdir)/cogl-primitive.c \
$(srcdir)/cogl-matrix.c \
$(srcdir)/cogl-vector.c \
$(srcdir)/cogl-euler.c \
$(srcdir)/cogl-quaternion.c \
$(srcdir)/cogl-matrix-private.h \
$(srcdir)/cogl-matrix-stack.c \

183
cogl/cogl-euler.c Normal file
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@ -0,0 +1,183 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#include <cogl.h>
#include <cogl-euler.h>
#include <math.h>
#include <string.h>
void
cogl_euler_init (CoglEuler *euler,
float heading,
float pitch,
float roll)
{
euler->heading = heading;
euler->pitch = pitch;
euler->roll = roll;
}
void
cogl_euler_init_from_matrix (CoglEuler *euler,
const CoglMatrix *matrix)
{
/*
* Extracting a canonical Euler angle from a matrix:
* (where it is assumed the matrix contains no scaling, mirroring or
* skewing)
*
* A Euler angle is a combination of three rotations around mutually
* perpendicular axis. For this algorithm they are:
*
* Heading: A rotation about the Y axis by an angle H:
* | cosH 0 sinH|
* | 0 1 0|
* |-sinH 0 cosH|
*
* Pitch: A rotation around the X axis by an angle P:
* |1 0 0|
* |0 cosP -sinP|
* |0 sinP cosP|
*
* Roll: A rotation about the Z axis by an angle R:
* |cosR -sinR 0|
* |sinR cosR 0|
* | 0 0 1|
*
* When multiplied as matrices this gives:
* | cosHcosR+sinHsinPsinR sinRcosP -sinHcosR+cosHsinPsinR|
* M = |-cosHsinR+sinHsinPcosR cosRcosP sinRsinH+cosHsinPcosB|
* | sinHcosP -sinP cosHcosP |
*
* Given that there are an infinite number of ways to represent
* a given orientation, the "canonical" Euler angle is any such that:
* -180 < H < 180,
* -180 < R < 180 and
* -90 < P < 90
*
* M[3][2] = -sinP lets us immediately solve for P = asin(-M[3][2])
* (Note: asin has a range of +-90)
* This gives cosP
* This means we can use M[3][1] to calculate sinH:
* sinH = M[3][1]/cosP
* And use M[3][3] to calculate cosH:
* cosH = M[3][3]/cosP
* This lets us calculate H = atan2(sinH,cosH), but we optimise this:
* 1st note: atan2(x, y) does: atan(x/y) and uses the sign of x and y to
* determine the quadrant of the final angle.
* 2nd note: we know cosP is > 0 (ignoring cosP == 0)
* Therefore H = atan2((M[3][1]/cosP) / (M[3][3]/cosP)) can be simplified
* by skipping the division by cosP since it won't change the x/y ratio
* nor will it change their sign. This gives:
* H = atan2(M[3][1], M[3][3])
* R is computed in the same way as H from M[1][2] and M[2][2] so:
* R = atan2(M[1][2], M[2][2])
* Note: If cosP were == 0 then H and R could not be calculated as above
* because all the necessary matrix values would == 0. In other words we are
* pitched vertically and so H and R would now effectively rotate around the
* same axis - known as "Gimbal lock". In this situation we will set all the
* rotation on H and set R = 0.
* So with P = R = 0 we have cosP = 0, sinR = 0 and cosR = 1
* We can substitute those into the above equation for M giving:
* | cosH 0 -sinH|
* |sinHsinP 0 cosHsinP|
* | 0 -sinP 0|
* And calculate H as atan2 (-M[3][2], M[1][1])
*/
float sinP;
float H; /* heading */
float P; /* pitch */
float R; /* roll */
/* NB: CoglMatrix provides struct members named according to the
* [row][column] indexed. So matrix->zx is row 3 column 1. */
sinP = -matrix->zy;
/* Determine the Pitch, avoiding domain errors with asin () which
* might occur due to previous imprecision in manipulating the
* matrix. */
if (sinP <= -1.0f)
P = -G_PI_2;
else if (sinP >= 1.0f)
P = G_PI_2;
else
P = asinf (sinP);
/* If P is too close to 0 then we have hit Gimbal lock */
if (sinP > 0.999f)
{
H = atan2f (-matrix->zy, matrix->xx);
R = 0;
}
else
{
H = atan2f (matrix->zx, matrix->zz);
R = atan2f (matrix->xy, matrix->yy);
}
euler->heading = H;
euler->pitch = P;
euler->roll = R;
}
gboolean
cogl_euler_equal (gconstpointer v1, gconstpointer v2)
{
const CoglEuler *a = v1;
const CoglEuler *b = v2;
g_return_val_if_fail (v1 != NULL, FALSE);
g_return_val_if_fail (v2 != NULL, FALSE);
if (v1 == v2)
return TRUE;
return (a->heading == b->heading &&
a->pitch == b->pitch &&
a->roll == b->roll);
}
CoglEuler *
cogl_euler_copy (const CoglEuler *src)
{
if (G_LIKELY (src))
{
CoglEuler *new = g_slice_new (CoglEuler);
memcpy (new, src, sizeof (float) * 3);
return new;
}
else
return NULL;
}
void
cogl_euler_free (CoglEuler *euler)
{
g_slice_free (CoglEuler, euler);
}

252
cogl/cogl-euler.h Normal file
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@ -0,0 +1,252 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_EULER_H
#define __COGL_EULER_H
#include <cogl/cogl-types.h>
#include <glib.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-euler
* @short_description: Functions for initializing and manipulating
* euler angles.
*
* Euler angles are a simple representation of a 3 dimensional
* rotation; comprised of 3 ordered heading, pitch and roll rotations.
* An important thing to understand is that the axis of rotation
* belong to the object being rotated and so they also rotate as each
* of the heading, pitch and roll rotations are applied.
*
* One way to consider euler angles is to imagine controlling an
* aeroplane, where you first choose a heading (Such as flying south
* east), then you set the pitch (such as 30 degrees to take off) and
* then you might set a roll, by dipping the left, wing as you prepare
* to turn.
*
* They have some advantages and limitations that it helps to be
* aware of:
*
* Advantages:
* <itemizedlist>
* <listitem>
* Easy to understand and use, compared to quaternions and matrices,
* so may be a good choice for a user interface.
* <listitem>
* <listitem>
* Efficient storage, needing only 3 components any rotation can be
* represented.
* <note>Actually the #CoglEuler type isn't optimized for size because
* we may cache the equivalent #CoglQuaternion along with a euler
* rotation, but it would be trivial for an application to track the
* components of euler rotations in a packed float array if optimizing
* for size was important. The values could be passed to Cogl only when
* manipulation is necessary.</note>
* </listitem>
* </itemizedlist>
*
* Disadvantages:
* <itemizedlist>
* <listitem>
* Aliasing: it's possible to represent some rotations with multiple
* different heading, pitch and roll rotations.
* </listitem>
* <listitem>
* They can suffer from a problem called Gimbal Lock. A good
* explanation of this can be seen on wikipedia here:
* http://en.wikipedia.org/wiki/Gimbal_lock but basically two
* of the axis of rotation may become aligned and so you loose a
* degree of freedom. For example a pitch of +-90° would mean that
* heading and bank rotate around the same axis.
* </listitem>
* <listitem>
* If you use euler angles to orient something in 3D space and try to
* transition between orientations by interpolating the component
* angles you probably wont get the transitions you expect as they may
* not follow the shortest path between the two orientations.
* </listitem>
* <listitem>
* There's no standard to what order the component axis rotations are
* applied. The most common convention seems to be what we do in Cogl
* with heading (y-axis), pitch (x-axis) and then roll (z-axis), but
* other software might apply x-axis, y-axis then z-axis or any other
* order so you need to consider this if you are accepting euler
* rotations from some other software. Other software may also use
* slightly different aeronautical terms, such as "yaw" instead of
* "heading" or "bank" instead of "roll".
* </listitem>
* </itemlist>
*
* To minimize the aliasing issue we may refer to "Canonical Euler"
* angles where heading and roll are restricted to +- 180° and pitch is
* restricted to +- 90°. If pitch is +- 90° bank is set to 0°.
*
* Quaternions don't suffer from Gimbal Lock and they can be nicely
* interpolated between, their disadvantage is that they don't have an
* intuitive representation.
*
* A common practice is to accept angles in the intuitive Euler form
* and convert them to quaternions internally to avoid Gimbal Lock and
* handle interpolations. See cogl_quaternion_init_from_euler().
*/
/**
* CoglEuler:
* @heading: Angle to rotate around an object's y axis
* @pitch: Angle to rotate around an object's x axis
* @roll: Angle to rotate around an object's z axis
*
* Represents an ordered rotation first of @heading degrees around an
* object's y axis, then @pitch degrees around an object's x axis and
* finally @roll degrees around an object's z axis.
*
* <note>It's important to understand the that axis are associated
* with the object being rotated, so the axis also rotate in sequence
* with the rotations being applied.</note>
*
* The members of a #CoglEuler can be initialized, for example, with
* cogl_euler_init() and cogl_euler_init_from_quaternion ().
*
* You may also want to look at cogl_quaternion_init_from_euler() if
* you want to do interpolation between 3d rotations.
*
* Since: 2.0
*/
struct _CoglEuler
{
/*< public > */
float heading;
float pitch;
float roll;
/*< private > */
/* May cached a quaternion here in the future */
float padding0;
float padding1;
float padding2;
float padding3;
float padding4;
};
/**
* cogl_euler_init:
* @euler: The #CoglEuler angle to initialize
* @heading: Angle to rotate around an object's y axis
* @pitch: Angle to rotate around an object's x axis
* @roll: Angle to rotate around an object's z axis
*
* Initializes @euler to represent a rotation of @x_angle degrees
* around the x axis, then @y_angle degrees around the y_axis and
* @z_angle degrees around the z axis.
*
* Since: 2.0
*/
void
cogl_euler_init (CoglEuler *euler,
float heading,
float pitch,
float roll);
/**
* cogl_euler_init_from_matrix:
* @euler: The #CoglEuler angle to initialize
* @matrix: A #CoglMatrix containing a rotation, but no scaling,
* mirroring or skewing.
*
* Extracts a euler rotation from the given @matrix and
* initializses @euler with the component x, y and z rotation angles.
*/
void
cogl_euler_init_from_matrix (CoglEuler *euler,
const CoglMatrix *matrix);
/**
* cogl_euler_init_from_quaternion:
* @euler: The #CoglEuler angle to initialize
* @quaternion: A #CoglEuler with the rotation to initialize with
*
* Initializes a @euler rotation with the equivalent rotation
* represented by the given @quaternion.
*/
void
cogl_euler_init_from_quaternion (CoglEuler *euler,
const CoglQuaternion *quaternion);
/**
* cogl_euler_equal:
* @v1: The first euler angle to compare
* @v1: The second euler angle to compare
*
* Compares the two given euler angles @v1 and @v1 and it they are
* equal returns %TRUE else %FALSE.
*
* <note>This function only checks that all three components rotations
* are numerically equal, it does not consider that some rotations
* can be represented with different component rotations</note>
*
* Returns: %TRUE if @v1 and @v2 are equal else %FALSE.
* Since: 2.0
*/
gboolean
cogl_euler_equal (gconstpointer v1, gconstpointer v2);
/**
* cogl_euler_copy:
* @src: A #CoglEuler to copy
*
* Allocates a new #CoglEuler and initilizes it with the component
* angles of @src. The newly allocated euler should be freed using
* cogl_euler_free().
*
* Returns: A newly allocated #CoglEuler
* Since: 2.0
*/
CoglEuler *
cogl_euler_copy (const CoglEuler *src);
/**
* cogl_euler_free:
* @euler: A #CoglEuler allocated via cogl_euler_copy()
*
* Frees a #CoglEuler that was previously allocated using
* cogl_euler_copy().
*
* Since: 2.0
*/
void
cogl_euler_free (CoglEuler *euler);
G_END_DECLS
#endif /* __COGL_EULER_H */

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@ -39,6 +39,7 @@
#include <cogl-quaternion-private.h>
#include <cogl-matrix.h>
#include <cogl-vector.h>
#include <cogl-euler.h>
#include <string.h>
#include <math.h>
@ -174,6 +175,42 @@ cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
quaternion->z = sinf (half_angle);
}
void
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
const CoglEuler *euler)
{
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
* in this form:
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
*/
float sin_heading =
sinf (euler->heading * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
float sin_pitch =
sinf (euler->pitch * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
float sin_roll =
sinf (euler->roll * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
float cos_heading =
cosf (euler->heading * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
float cos_pitch =
cosf (euler->pitch * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
float cos_roll =
cosf (euler->roll * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f);
quaternion->w =
cos_heading * cos_pitch * cos_roll +
sin_heading * sin_pitch * sin_roll;
quaternion->x =
cos_heading * sin_pitch * cos_roll +
sin_heading * cos_pitch * sin_roll;
quaternion->y =
sin_heading * cos_pitch * cos_roll -
cos_heading * sin_pitch * sin_roll;
quaternion->z =
cos_heading * cos_pitch * sin_roll -
sin_heading * sin_pitch * cos_roll;
}
void
cogl_quaternion_init_from_quaternion (CoglQuaternion *quaternion,
CoglQuaternion *src)

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@ -49,6 +49,8 @@ G_BEGIN_DECLS
* rotation may become aligned and you loose a degree of freedom.
* (<ulink url="http://en.wikipedia.org/wiki/Gimbal_lock"/>).
*/
#include <cogl/cogl-vector.h>
#include <cogl/cogl-euler.h>
/**
* CoglQuaternion:
@ -244,6 +246,10 @@ void
cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion,
float angle);
void
cogl_quaternion_init_from_euler (CoglQuaternion *quaternion,
const CoglEuler *euler);
/**
* cogl_quaternion_equal:
* @a: A #CoglQuaternion

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@ -122,6 +122,14 @@ typedef void (* CoglFuncPtr) (void);
* between cogl-matrix.h, cogl-euler.h and cogl-quaterion.h */
typedef struct _CoglMatrix CoglMatrix;
/* Same as above we forward declared CoglQuaternion to avoid
* circular dependencies. */
typedef struct _CoglQuaternion CoglQuaternion;
/* Same as above we forward declared CoglEuler to avoid
* circular dependencies. */
typedef struct _CoglEuler CoglEuler;
/**
* CoglFixed:
*

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@ -77,6 +77,7 @@ typedef struct _CoglFramebuffer CoglFramebuffer;
#include <cogl/cogl-buffer.h>
#include <cogl/cogl-pixel-array.h>
#include <cogl/cogl-vector.h>
#include <cogl/cogl-euler.h>
#include <cogl/cogl-quaternion.h>
#include <cogl/cogl-texture-3d.h>
#include <cogl/cogl-index-array.h>

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@ -355,6 +355,17 @@ cogl_matrix_get_array
cogl_matrix_get_inverse
</SECTION>
<FILE>cogl-euler</FILE>
<TITLE>Eulers (Rotations)</TITLE>
CoglEuler
cogl_euler_init
cogl_euler_init_from_matrix
cogl_euler_init_from_quaternion
cogl_euler_equal
cogl_euler_copy
cogl_euler_free
</SECTION>
<SECTION>
<FILE>cogl-quaternion</FILE>
<TITLE>Quaternions (Rotations)</TITLE>

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@ -659,6 +659,18 @@ cogl_offscreen_ref
cogl_offscreen_unref
</SECTION>
<SECTION>
<FILE>cogl-euler</FILE>
<TITLE>Eulers (Rotations)</TITLE>
CoglEuler
cogl_euler_init
cogl_euler_init_from_matrix
cogl_euler_init_from_quaternion
cogl_euler_equal
cogl_euler_copy
cogl_euler_free
</SECTION>
<SECTION>
<FILE>cogl-quaternion</FILE>
<TITLE>Quaternions (Rotations)</TITLE>